Q: "How do I get parts to mod the guns/where do I find moar gunz?"
A: The guns have full leveled-list integration, meaning you'll be able to find them in random loot, vendor inventories, and the (hopefully) cold, dead hands of your enemies. You can get parts to modify the guns by either breaking down other guns, or by building one of our custom vending machines in your favorite settlement, then buying what you need from the built-in shops.
Q: Can you make the download smaller/Why is this mod so damn big?
A: UPDATE: Now that the CK has been tweaked to use textures optimized for the XB1, it seems that yes, we actually can make the download smaller - but it's still gonna be larger than the PC version. Don't let the ~300 megabyte size difference get to you - if you had the version that had the glitched DSR, this one has all the same content (I fixed the DSR though ), but the textures have been modified.
Q: Will you/can you break the mod into chunks, e.g only assault rifles, only SMGs, etc?
A: Lol no, sorry pal. There's so much shared content (literally all the optics, most of the underbarrel/side rail attachments, magazines, etc) that there's no feasible way to separate the weapon categories.
Q: Will you reduce the damage? These guns really hurt D:
A: Probably not. There is a third-party damage reduction patch, but it was taken down while we're working on the next version of MF itself (apparently people didn't RTFM, then griped about the patch "not working" because they didn't have MF itself installed, nor could they get MF as it had been taken down by then). Also, some of these guns are, to be blunt, friggin' massive and insanely powerful. For example, the M61 Vulcan is, in reality, used to intercept and shoot down ship-to-ship, air-to-mud or other missiles/rockets. Likewise, the KwK 36 was originally the main gun on a German Tiger I heavy tank, so of course it's gonna hit like a damn truck. You have any idea how big an 88mm shell is? Projectile alone weighs 17+ pounds, which leads me to the next one...
Q: Why is the ammo so heavy? - OK, this one doesn't get asked that often, but I'm putting it up anyway because I just know someone's gonna gripe about it eventually.
A: Because when I decided to make the ammo weights, I used real-world data. All of the in-game ammo weights with the exception of the 88mm shells are accurate to within a few grains - so yes, a single round of 20x102mm really is that damn heavy. And if you think the 88mm stuff is too heavy, be glad 'Sheep overruled me there - they were originally ten pounds heavier per round. If it bugs you, either ask someone to make a patch, or just don't play on Survival.
Q: "Wil u plz add dis gonne?" (cookie for the first person to get the reference :3)
A: Not any time soon, so keep requests to yourself. At this point we're still bugfixing and tweaking the current/latest available version, we won't be ready to add anything truly new for a while yet, and even if we are ready, keep in mind it's a lot of work - usually at least a full day per gun, and that's assuming nothing breaks.
Q: "My SR47 has no magazine and I can't change it?"
A: It's a game engine bug we can't help. There is, thankfully, a workaround. If at any point in the weapon modding process categories disappear then back out of the bench, equip your half-weapon and re-enter the bench. The missing categories should magically reappear.
Q: "The M60 crashes my game"
A: Either run it through the vending machine to get the [MF Custom] version, or modify anything BUT the bipod first. This is the same bug with the game engine, not a problem with the mod.
Q: "Your mod broke my movement speed?"
A: The bipod will greatly stabilise your weapon just as it would in real life, but only if you're prone. To simulate that the bipod reduces your movement speed to 10%.